I assume they want to steer clear of increased sac damage due to the cluster that was our scaling in MoP. Well, that's fine, but here's an idea:

You are now able to maintain your control over even greater demons indefinitely, allowing you to summon Doomguards and Infernals as permanent pets. Does not cancel the benefit from Grimoire of Sacrifice.

There, now it can at least coexist without being a trap, and the DG/Infernal prolly will benefit from whatever crit% bonus (or whatever) they end up giving us for a sac bonus.

Side bar, since Demo's Sac at this point keeps the pet and cuts the caster's crit to increase the pet's crit, this could actualy be a viable combo...

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Originally Posted by Brusalk

The worse part is that it totally makes sense to me that by sacrificing a bigger bad we get to be a bigger bad ourselves. Since it makes sense to me I'm willing to bet that it'll make sense to others as well, considering how many people play.

It makes sense to me. Also, I found his tweets on the subject (and by extension, yours =P )

I wish the Warlock spec would work like a shit tank spec, so if a tank dies in a fight a lock can go DA and take over the role of the second tank, but would take a bit more damage. I have noticed that the taunt doesn't seem to work like a tank taunt which is really annoying.

This look like a cool active mitigation mechanism but why is it a channeled thing and can we cancel it ? i think this has insane potential to be high skill cap thing. You need to know when tu turn it on and for how long love it.

The fact that we get to be the basically the only class with Trap talents is good class design, right? /headdesk

Hunters also have trap talents (pun slightly intended). Blink Strikes + Lone Wolf is basically same boat as Sacrifice + Servitude, although I would argue that a new and/or uninformed player could reasonably assume that sacrificing stronger demons would give you a stronger personal bonus. I honestly think that would be the natural assumption. "Oh, so if I sacrifice this little imp I get stronger ... man I must get super strong if I sacrifice this big doomguard, right ?"

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This is very similar to the original Fury Ward in the Mists Beta that required you to channel it (you actually used a "stunned" animation during the channel) and had the fluctuating cost before they changed it to what we have now. I don't know if this is a data-mining quirk digging up old info or if this is a deliberate change.

The 600% threat modifier is normal. 100% of something + a 500% increase = a 600% modifier. Take a look at Defensive Stance. Effect #2 is a 600% threat modifier (which again, is the standard 500% increase).

Your adding not doing multiplication threat is multiplied not added so if you deal 1 damage you get 5 threat not 6 that is how it works in game

Ingame provocation is a provoke flagged attack not a taunt that is why raid bosses are unaffected all it does is drops a high number of threat Points on things and it does not I repeat does not increase threat generation by 200% for 3 seconds, check any of the available threat trackers also read the tooltip in game

Tank threat is 500% of damage/healing done, this is fact another way of saying that exact same thing is 5x damage/healing,

Now it really isn't difficult to understand, I'm not saying that they are making lock tanks, because that would require resolve and that hasn't happened, all I am saying is that I doubt that they are removing DA at this current juncture because they have made changes to it that is all.

Other explanations include both wowhead and wowdb being wrong in the data mining (doubtfull), links to data within code making all of the threat mods being altered when one is(distinctly possible) Or using old code as a start point(possible but unlikely)

Try the glyph currently because I can promise you that provocation does not taunt as the data on either wowhead or wowdb tell you it should the tooltips don't even match up

Personally I daresay based on the fact provocation isn't on the list of removed spells where voidray, both auras and carrion swarm are, that it is remaining in game for a purpose, again not saying tank locks though it would be nice, more likely etank as GC has said

I have quite a lot of experience with Warlock Tanking, and have been personally going through the database for changes. Please read my post as well as sited references. Dark Apotheosis has not changed, the 600% tanking modifier is not only how it is on live, but normal (again, as sited). A "500% increase" indicates the original 100% and adding 500% to it. X+5X=6X, again as sited. Many spells that require DA have been removed. The Glyph of Demon Hunting has been removed. When Nether Armor was rolled into Metamorphosis, it was NOT also rolled into DA. Provocation works exactly as all other taunts EXCEPT it is flagged to not work on bosses. Not only does the in game tooltip not reflect what you stated, but the Database does not indicate it either. Threat Meters now go off of information provided directly by the game engine, and so would indicate the same, furthermore, a quick in game test also failed to show what you stated.

You're wrong. Please double check your work with the original, live, database so these mistakes don't continue to happen.